Lots to get through this month thanks to developingKing under the Mountain full time now!
In the last dev update I had just started on Alpha 6 and the first feature added for this was fire(!), as a reminder, heres a look at it:
[previewyoutube=0_orFiGSNAE;full][/previewyoutube]
There was one very large reason fire was only added as part of this Alpha, and the reason is that it also brought with it weather into the game perhaps most importantly rain to extinguish those pesky fires outside. Dwarves, quite understandably, get a little upset at walking or working in the rain, but theyre particularly upset about being forced to sleep in the rain (wouldnt you be?). Heres a look at the visuals of rain in the game:
[previewyoutube=YI1nxu9vWbY;full][/previewyoutube]
The rain effect is done entirely using the particle effect system added in the more recent dev updates. I was worried that this many particles in use at once may have some performance impacts but it would seem that the similarity of the particles allows the graphics pipeline to render a large number of them at little cost.
Rain also pushes the player to finally have a reason to build their settlement either underground/within the mountain, or at the very least in rooms with a roof constructed overhead. There is the happiness malus mentioned above, but more importantly than this it introduces a new system calledoxidisation, which is perhaps most important for things made of iron rusting. Prolonged exposure to rain for an item made of iron or steel will now eventually turn into rusted iron, turning a reddish-brown colour, and eventually this too will degrade further and completely destroy the item or furniture! Fortunately this only applies to items or furniture where iron is the primary material a wooden barrel with iron hoops will not be destroyed, though the hoops themselves will eventually turn to the rusted iron colour. Much more so than the unhappiness at being outside, Im pleased to introduce a realistic mechanic which forces the player to seek shelter in the long term.
In addition to iron turning to rust, copper also oxidises, but not in the destructive way that iron does. Instead, copper forms a turquoise/green patina on its surface which also acts as a barrier to further oxidisation (unlike rust which permeates through the metal). Heres an example of the different colours of these in the game:
Iron and copper axes on the left, rusted iron and copper patina on the right
Theres a more extreme version of rain in the form of thunderstorms, which in addition to rain also have a chance for lightning to strike somewhat regularly. A lightning strike will be attracted to trees, or failing that other entities in the game world rather than open spaces. A lightning strike has a high chance to start a fire! For the most part these fires will immediately be extinguished by the falling rain, though in some rare situations the rain may stop before the fire is extinguished, or even rarer in summer you may come across a dry thunderstorm which has no rain but also rarely still causes lightning strikes one to be on guard for!
The other major weather system is snow, which works for the most part similar to rain, though I wanted a more striking visual effect in the game. In addition to the falling snow using a similar particle effect to the rain, theres two other additions: a replacement for the ground texture where the ground gets covered in snow rather than showing grass or dirt or similar, and a shader effect to give an impression of snow that has fallen onto entities. As every entity in the game also has a matching set of normal map sprites, defining the direction each part of the surface is pointing (mostly for lighting information), I made use of this to write another shader which considers a global amount of snowfall, and uses this to render a white snow effect on the upper parts of the sprites, increasing in amount as the snowfall increases. Look out for that in this demonstration of the overall snow effect:
[previewyoutube=KmD5x32TFgw;full][/previewyoutube]
Along with less visually striking weather effects (cloudy weather and winds mostly), the different weather types are now defined (and moddable like everything else), where in addition to being able to define the actual weather types, theres an extra level of configuration where theres a concept of daily weather defining which weather types you may encounter on any given day (think of it like the forecast for that day mostly sun, mostly cloudy, some rain etc.) and these daily weather forecasts are defined by season. To those of you not aware, Im from northern England, somewhat infamous for always being wet and grey, so unfortunately for everyone else thats the kind of weather thats reflected in the game! Put another way, the current and only biome in the game is supposed to reflect a kind of northern European climate, leaning in to Norse culture for the history of dwarves in fantasy literature. When the game introduces other biomes, no doubt they will have their own climate with different weather, but for now youll have to put up with the kind of weather Im used to seeing!
For the longest time, Ive wanted winter to be much more of a challenge in the game than it currently is. For now the snow is still mostly visual rather than being particularly punishing (though there is one big thing to look out for if youve not built beds indoors by the time winter comes around, your dwarves might freeze to death from sleeping outside!). The next step would be to have the river freeze over in winter, but right now that would be far too punishing as the player isnt able to secure a sizable water supply that would not freeze very easily. Thats changing soon though, as a big part of alpha 7 is bringing the ability to move water around through pipes and irrigation channels, pumped in by a water pump, which should give the player the tools needed to be able to survive the river freezing over in particularly cold days during winter.
Fire and weather effects were the main part of alpha 6, so it was released this month and a few bugfixes for it have gone out too. Thats not all that was added though one of the best features is that upon starting a game, the player is now able to select exactly where on the map they would like their settlement to begin no more rerolling the map for that ideal start location! Beyond this were some smaller bug fixes, a tidyup of the sprites for male dwarves eyebrows (they were a slightly different colour to their hair previously) and also the addition of new hair and beard styles for the dwarves (slowly building towards the long-awaited design a settler backer reward) so look out for those too.
And with that, alpha 6 was completed, so its on to alpha 7! The initial major part of alpha 7 brings together mechanisms, pipes, channels and a rework to allow liquids to flow dynamically in the game world so Ill surely be bringing full details of that in next months update. Thats not all though, Im hoping Ill finally be able to share some of the Add a farmable crop kickstarter rewards which will be part of the next release, and especially the wide range of natural wildlife which are due to be added to the game (themselves containing a number of addition thanks to kickstarter backer rewards). So Ill see you then, and in the meantime the best place to get involved with games community is the King under the Mountain discord server!
[ 2021-08-30 14:46:19 CET ] [ Original post ]
- King under the Mountain Linux [712.99 M]
The game is based around these central pillars:
- A simulated world – The game world is built on a series of interlocking systems which combine together to simulate a living, breathing world. As night changes to day, trees and plants will grow (or not) based on sunlight and rainfall. The local environment and changing seasons have effects on the native flora and fauna. Your settlers and other characters have their own personal social and physical needs that you’ll have to fulfil to keep them happy (or at least stop them from breaking and going insane!)
- Procedural generation – Every map is randomly generated from an initial seed (a large number) so that no two maps will ever be the same – unless you choose to use the same seed! The art assets for the game have been created in such a way that they can be drawn by the game engine for near limitless variation in colour – so every tree, plant and character will have their own unique combination of colours and appearance.
- Peaceful expansion – It’s an important design goal that it’s possible to play the entire game without getting into armed conflict with other factions (if you choose to). Although weapons and combat can be significant parts of gameplay, we wanted to make sure you can peacefully build up a fully-functioning town to have the satisfaction of sitting back and watching your settlers go about their business in an “art farm” style of play.
- Multiple ways to play – As well as different ways to build and grow your settlement (do you focus on mining? farming? crafting? buying and selling goods?), in King under the Mountain you can play as several different races and factions each with their own unique gameplay elements. You could build a dwarven fortress dug deep into the side of a mountain, a town of humans at an important river crossing, or a tribe of orcs hunting and raiding others. More than just different races to play as, we want to introduce completely new play styles as unusual factions – perhaps a lone wizard building their secret lair with golems they have constructed, an evil necromancer raising an army of the dead, a dragon amassing a hoard of gold in a giant cave system, or even an invasion of demons attacking the material world.
- Player-driven content – Have you ever spent hours in a creative game building something, only for it to sit hidden away on your computer? In King under the Mountain, players can opt-in to automatically upload their settlements for other players to visit. This drives the basis of the adventure mode – you put together a party of champions from your settlement’s population, and go off on an adventure to explore another player’s creation. This mode will involve turn-based tactical combat as you explore and battle through another player’s fortress, claiming rare resources that may be difficult or impossible to acquire otherwise. It’s important to note that nothing will be lost by either player in this encounter – you don’t actually “attack” the other player, only a copy of their settlement, and there are benefits to be gained by both parties.
- Mod friendly engine – Another big design goal is that everything you see or read in the game (and the variables behind them) are fully open to modification. In fact, the base game is built as an engine with one base mod applied to it (which modders can look at to see how things work).
- Processor: Intel Core2 Duo 2.4Ghz or HigherMemory: 4 GB RAM
- Memory: 4 GB RAM
- Graphics: Intel HD Graphics 3000
- Storage: 500 MB available space
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